/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2022, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if UNITY_2019_3_OR_NEWER #define HAS_FORCE_RENDER_OFF #endif #if UNITY_2017_2_OR_NEWER #define HAS_VECTOR_INT #endif using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; namespace Spine.Unity.Examples { /// /// When enabled, this component renders a skeleton to a RenderTexture and /// then draws this RenderTexture at a quad of the same size. /// This allows changing transparency at a single quad, which produces a more /// natural fadeout effect. /// Note: It is recommended to keep this component disabled as much as possible /// because of the additional rendering overhead. Only enable it when alpha blending is required. /// [RequireComponent(typeof(SkeletonRenderer))] public class SkeletonRenderTexture : MonoBehaviour { #if HAS_VECTOR_INT public Color color = Color.white; public Material quadMaterial; public Camera targetCamera; public int maxRenderTextureSize = 1024; protected SkeletonRenderer skeletonRenderer; protected MeshRenderer meshRenderer; protected MeshFilter meshFilter; public GameObject quad; protected MeshRenderer quadMeshRenderer; protected MeshFilter quadMeshFilter; protected Mesh quadMesh; public RenderTexture renderTexture; private CommandBuffer commandBuffer; private MaterialPropertyBlock propertyBlock; private readonly List materials = new List(); protected Vector2Int requiredRenderTextureSize; protected Vector2Int allocatedRenderTextureSize; void Awake () { meshRenderer = this.GetComponent(); meshFilter = this.GetComponent(); skeletonRenderer = this.GetComponent(); if (targetCamera == null) targetCamera = Camera.main; commandBuffer = new CommandBuffer(); propertyBlock = new MaterialPropertyBlock(); CreateQuadChild(); } void OnDestroy () { if (renderTexture) RenderTexture.ReleaseTemporary(renderTexture); } void CreateQuadChild () { quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter)); quad.transform.SetParent(this.transform.parent, false); quadMeshRenderer = quad.GetComponent(); quadMeshFilter = quad.GetComponent(); quadMesh = new Mesh(); quadMesh.MarkDynamic(); quadMesh.name = "RenderTexture Quad"; quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; if (quadMaterial != null) quadMeshRenderer.material = new Material(quadMaterial); else quadMeshRenderer.material = new Material(Shader.Find("Spine/RenderQuad")); } void OnEnable () { skeletonRenderer.OnMeshAndMaterialsUpdated += RenderOntoQuad; #if HAS_FORCE_RENDER_OFF meshRenderer.forceRenderingOff = true; #else Debug.LogError("This component requires Unity 2019.3 or newer for meshRenderer.forceRenderingOff. " + "Otherwise you will see the mesh rendered twice."); #endif if (quadMeshRenderer) quadMeshRenderer.gameObject.SetActive(true); } void OnDisable () { skeletonRenderer.OnMeshAndMaterialsUpdated -= RenderOntoQuad; #if HAS_FORCE_RENDER_OFF meshRenderer.forceRenderingOff = false; #endif if (quadMeshRenderer) quadMeshRenderer.gameObject.SetActive(false); if (renderTexture) RenderTexture.ReleaseTemporary(renderTexture); allocatedRenderTextureSize = Vector2Int.zero; } void RenderOntoQuad (SkeletonRenderer skeletonRenderer) { PrepareForMesh(); RenderToRenderTexture(); AssignAtQuad(); } protected void PrepareForMesh () { Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds; Vector3 meshMinWorldSpace = transform.TransformPoint(boundsLocalSpace.min); Vector3 meshMaxWorldSpace = transform.TransformPoint(boundsLocalSpace.max); Vector3 meshMinXMaxYWorldSpace = new Vector3(meshMinWorldSpace.x, meshMaxWorldSpace.y); Vector3 meshMaxXMinYWorldSpace = new Vector3(meshMaxWorldSpace.x, meshMinWorldSpace.y); // We need to get the min/max of all four corners, close position and rotation of the skeleton // in combination with perspective projection otherwise might lead to incorrect screen space min/max. Vector3 meshMinProjected = targetCamera.WorldToScreenPoint(meshMinWorldSpace); Vector3 meshMaxProjected = targetCamera.WorldToScreenPoint(meshMaxWorldSpace); Vector3 meshMinXMaxYProjected = targetCamera.WorldToScreenPoint(meshMinXMaxYWorldSpace); Vector3 meshMaxXMinYProjected = targetCamera.WorldToScreenPoint(meshMaxXMinYWorldSpace); // To handle 180 degree rotation and thus min/max inversion, we get min/max of all four corners Vector3 meshMinScreenSpace = Vector3.Min(meshMinProjected, Vector3.Min(meshMaxProjected, Vector3.Min(meshMinXMaxYProjected, meshMaxXMinYProjected))); Vector3 meshMaxScreenSpace = Vector3.Max(meshMinProjected, Vector3.Max(meshMaxProjected, Vector3.Max(meshMinXMaxYProjected, meshMaxXMinYProjected))); requiredRenderTextureSize = new Vector2Int( Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.x - meshMinScreenSpace.x))), Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.y - meshMinScreenSpace.y)))); PrepareRenderTexture(); PrepareCommandBuffer(meshMinWorldSpace, meshMaxWorldSpace); } protected void PrepareCommandBuffer (Vector3 meshMinWorldSpace, Vector3 meshMaxWorldSpace) { commandBuffer.Clear(); commandBuffer.SetRenderTarget(renderTexture); commandBuffer.ClearRenderTarget(true, true, Color.clear); Matrix4x4 projectionMatrix = Matrix4x4.Ortho( meshMinWorldSpace.x, meshMaxWorldSpace.x, meshMinWorldSpace.y, meshMaxWorldSpace.y, float.MinValue, float.MaxValue); commandBuffer.SetProjectionMatrix(projectionMatrix); commandBuffer.SetViewport(new Rect(Vector2.zero, requiredRenderTextureSize)); } protected void RenderToRenderTexture () { meshRenderer.GetPropertyBlock(propertyBlock); meshRenderer.GetSharedMaterials(materials); for (int i = 0; i < materials.Count; i++) commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix, materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock); Graphics.ExecuteCommandBuffer(commandBuffer); } protected void AssignAtQuad () { Vector2 min = meshFilter.sharedMesh.bounds.min; Vector2 max = meshFilter.sharedMesh.bounds.max; Vector3[] vertices = new Vector3[4] { new Vector3(min.x, min.y, 0), new Vector3(max.x, min.y, 0), new Vector3(min.x, max.y, 0), new Vector3(max.x, max.y, 0) }; quadMesh.vertices = vertices; int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 }; quadMesh.triangles = indices; Vector3[] normals = new Vector3[4] { -Vector3.forward, -Vector3.forward, -Vector3.forward, -Vector3.forward }; quadMesh.normals = normals; float maxU = (float)(requiredRenderTextureSize.x) / allocatedRenderTextureSize.x; float maxV = (float)(requiredRenderTextureSize.y) / allocatedRenderTextureSize.y; Vector2[] uv = new Vector2[4] { new Vector2(0, 0), new Vector2(maxU, 0), new Vector2(0, maxV), new Vector2(maxU, maxV) }; quadMesh.uv = uv; quadMeshFilter.mesh = quadMesh; quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture; quadMeshRenderer.sharedMaterial.color = color; quadMeshRenderer.transform.position = this.transform.position; quadMeshRenderer.transform.rotation = this.transform.rotation; quadMeshRenderer.transform.localScale = this.transform.localScale; } protected void PrepareRenderTexture () { Vector2Int textureSize = new Vector2Int( Mathf.NextPowerOfTwo(requiredRenderTextureSize.x), Mathf.NextPowerOfTwo(requiredRenderTextureSize.y)); if (textureSize != allocatedRenderTextureSize) { if (renderTexture) RenderTexture.ReleaseTemporary(renderTexture); renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y); allocatedRenderTextureSize = textureSize; } } #endif } }